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Patch 07-19-16 Is Quirks


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#1 Unstable Medic

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Posted 17 July 2016 - 08:17 AM

Why did you feel the need to completely neuter the locust? They are the squishiest mechs next to the urban and the quirks that made them great you just butchered. The 1V for instance. The %50 reduction in laser duration was what made it a great mech. It has 1 energy slot and the meta for this is that it's a great ER Large laser sniper. Removing that buff destroys it's capacity to be effective. Then there's the fact that you removed armor, like it already had to much? Please, the thing's a tin can on speed. So you nerf the lightest armored mech but you give bonuses to the jenner another light? You should have left the locust alone.

Oh, and while we're at it, the marauders didn't need their nerf either, not to the degree that you felt it did. They already turn slow as ****. Now turning will be like trying to navigate an aircraft carrier in a circle. And the fact that you hit the 3R, which I purchased the C variant of for the ballistic velocity bonus, so disappointing.

This is the last time you get my cash PGI. I purchased the phoenix overlord pack and when you finally patched the locust and made them fun and useful you pull this and mess them up.

I'm sure there are other mechs that got the axe that will affect others. I realize I didn't mention them, but then again I don't pilot those mechs. I'll leave that to someone else.

Best of luck, I hope you take this seriously.

#2 chucklesMuch

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Posted 17 July 2016 - 03:59 PM

Also curious why the locust is being nerfed? It hardly seemed overpowered (annoying yes, perhaps very annoying)...

I haven't piloted one light outside of scouting for the recent FP event, since the previous patch... and have no intention of for the foreseeable future...

Good that Jenners are getting some love... but doubt it will help much... (as lights seem to be in a really bad place overall).

KDK-1 and KDK-5 should have been given mobility quirks... and SB really?? How many people even use it?

Marauders, Quickdraws & Blackjacks seem pretty hard done by. Don't believe that any of them warranted a nerf. Nor am I convinced that the warhammer or Cheetah needed nerfing either.

Edited by chucklesMuch, 17 July 2016 - 04:00 PM.


#3 3xnihilo

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Posted 17 July 2016 - 06:08 PM

The locusts quirks definitely seem quite harsh. I could understand some minor structure or mobility nerfs, but I don't understand hitting the offensive quirks so hard. It seemed like the locusts had hit a good spot where you would actually choose them because you expected that you could do as well in them as a number of other mechs, not just as a joke or for an extra challenge. They really didn't feel like you were gaining a major advantage over the enemy team by taking one. The 3v has been dead since all range quirks were reduced. Now it is even worse. There is literally no reason a person would choose to use it. The 1m was an under used variant which lost its 25% laser duration, which won't hurt it terribly, but it will remain scarce. The 3s should be fine with the new quirks, nothing much changed, just a small missile velocity quirk and some structure quirks. The 3m will probably be a little more popular with its cooldown quirk still in place, which would be nice if it wasn't just because everything else got brought down to its level (again this one is a rare sight). 1v will probably become scarce since it is now completely out classed by the 3m and 1e. The 1e will stay popular amongst locust pilots, general light pilots will find a different chassis altogether, simply because of its 6 E hard points, it just will lose some of its effectiveness. The PB still has ecm and a cbill boost so it will still get played. The issue is, the people playing them will just be those of us that have always preferred the locust. It won't be because it is a good mech that people in general want to use. Which, should be the aim of balance, to give every mech a good reason for somebody to use it.





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